At a alternative to the DM having to figure out the rewards what if the players rolled to determine how much gold and magic items they get as a reward. It's one less thing for the DM to keep track of and the players feel as if they have more control over their rewards. Each class has a different sided die they roll. The lower the sides of the die the less gold you get but the better the chance to get a max roll. Max rolls can be turned in for a magic item (see the table below). The players get 1 die per the highest CR monster in the combat rounded up. So you may only get one die from a group of CR1's but you get 20 die from a CR 20 monster. I view all other loot as a treasure chest (you can use whatever you want) where the players get a number of die equal to their level plus a die roll based on how valuable the chest is (see bellow).
Determining the number sided die to roll to add to the players levels
There is a table in the DMs guide that is similar to this. I don't think that treasure by class works, as people would want to play wizard or sorcerer more as they get better/more treasure. But I like the concept.
Rollback Post to RevisionRollBack
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
You get less items but more gold. That's the thing. If your a thief then you can get 6 gold on average per roll but you only have a 1 in 12 chance of getting even a common item. As a fighter may only get 2 gold on average per roll BUT you have a 1 in 4 change of getting a item. Basically as a fighter you have a much better chance of finding magic items.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Treasure Die
At a alternative to the DM having to figure out the rewards what if the players rolled to determine how much gold and magic items they get as a reward. It's one less thing for the DM to keep track of and the players feel as if they have more control over their rewards. Each class has a different sided die they roll. The lower the sides of the die the less gold you get but the better the chance to get a max roll. Max rolls can be turned in for a magic item (see the table below). The players get 1 die per the highest CR monster in the combat rounded up. So you may only get one die from a group of CR1's but you get 20 die from a CR 20 monster. I view all other loot as a treasure chest (you can use whatever you want) where the players get a number of die equal to their level plus a die roll based on how valuable the chest is (see bellow).
Determining the number sided die to roll to add to the players levels
Value Of Chest
Die To Roll
Small
D4
Medium
D6
Large
D8
Very Large
D10
Huge
D12
Max Die to get a rarity of item
Rarity
Number of Max Dice
Common
1
Uncommon
4
Rare
8
Very Rare
10
Legendary
12
Treasure Die by Class
Class
Treasure Die
Fighter
d4
Rouge
d12
Paladin
d6
Monk
d6
Ranger
d8
Cleric
d6
Druid
d6
Barbarian
d8
Sorcerer
d10
Wizard
d10
Bard
d12
There is a table in the DMs guide that is similar to this. I don't think that treasure by class works, as people would want to play wizard or sorcerer more as they get better/more treasure. But I like the concept.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
You get less items but more gold. That's the thing. If your a thief then you can get 6 gold on average per roll but you only have a 1 in 12 chance of getting even a common item. As a fighter may only get 2 gold on average per roll BUT you have a 1 in 4 change of getting a item. Basically as a fighter you have a much better chance of finding magic items.